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[2000] - Astra militarum 10th - Krieg artillery for tournament (after-report)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hi all, this is my initial list for 10th edition, and I'm playing with it in tournament at july. It's a traditional artillery parking lot, as the new index seems to support mostly this sort of lists. My plan is simple; tanks are sitting on home objectives, Infantry squads are attached with command squad and primaris psyker each and provide screen for my army. Scout sentinels move forward to create even more screen and use their ability to support manticores. Scions are in deep strike, acting as a counter units and playing mission objectives (these are still unclear). Rough riders are my counter melee unit.

***UPDATED LIST IN COMMENTS ***

Astra militarum (combined regiment)
- Lord solar leontus 125 (warlord)
- Platoon command (banner, medic, missile launcher) 60
- Platoon command (banner, medic, missile launcher) 60
- Platoon command (banner, medic, missile launcher) 60
- Primaris psyker 60
- Primaris psyker 60
- Primaris psyker 60
- Infantry squad (20, 2x lascannon, 2x plasmagun, vox caster) 130
- Infantry squad (20, 2x lascannon, 2x plasmagun, vox caster) 130
- Infantry squad (20, 2x lascannon, 2x plasmagun, vox caster) 130
- Tempestus scions (5, plasmagun, meltagun, vox caster) 60
- Tempestus scions (5, plasmagun, meltagun, vox caster) 60
- Rough riders (5) 80
- Scout sentinel (lascannon) 50
- Scout sentinel (lascannon) 50
- Heavy weapons squad (3x mortar) 60
- Heavy weapons squad (3x mortar) 60
- Heavy weapons squad (3x missile launcher) 60
- Basilisk (heavy bolter) 110
- Basilisk (heavy bolter) 110
- Basilisk (heavy bolter) 110
- Manticore (heavy bolter) 105
- Manticore (heavy bolter) 105
- Field ordnance (2x bombast) 100

Total 1995 pts / 0 enchancements

Orders;
- Platoon commands order their Infantry squad to 'take aim'.
- Lord solar order Basilisks to 'take aim'.

Command points;
- 1cp for expert bombadiers every turn (vox caster spots enemy unit and buffs basilisks, mortars and Field ordnance)
- 1cp for overwatch every opponents turn (heavy weapons squad with missiles)
- 1cp generated by Lord solar every turn are saved for reinforcements stratagem

So, how is it looking? I'm not sure if I want to keep scions in the list, it really depends on missions, which are still unclear. Anyway, all constructive feedback are welcome.

This message was edited 3 times. Last update was at 2023/07/31 08:09:42


https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in us
Ferocious Blood Claw






Artillery is great, but you cant hide that much artillery - maybe half of it? This means you are leaving alot of it open to being targeted and you are going to really wish you had some stronger toughness. Depending on what terrain is like you may only be able to obscure the mortars, field ordinance, and a basilisk or so.

Additionally id be worried about what you will do if encountering an armour heavy list? Sure you have 8 lascannons, but 6 of them will be moving and hitting on 4's with TA. If you run into any substantial armor it will be a slog to chew through those wounds, which is compounded by the fact that your artillery will be out in the open and likely inferior to your opponents vehicles in that matchup. personally id dial back some of the artillery via dropping the field guns and mortars for some armour or at the very least more lascannons.

It also strikes me as odd to max out basilisks before manticores. Manticores are cheaper and at str 10 vs 8 are much more versatile.

Without knowing the objectives its hard to comment on the scions, but id lean towards just having more bodies via infantry before id take the scions personally. I really think with 2-4 oc on infantry youll get better bang for your buck just blobbing bodies than trying to ninja objectives.


3000 Points
1000 Points 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hi, thanks for the reply.

I'm not too worried about hiding infantry, which leaves me plenty of room to hide artillery. The primaris psyker gives infantry squad 4++ invulnerable save against shooting, and medic gives 6+++ feel no pain also.

Lascannons are mostly enough for Anti-armor, as majority of heavy armour is T12 (land raiders, Imperial knights etc.). The only things that are T13-T14 or above are Stompa, Necron superheavies and baneblade variants, which are rarely seen in tournament scenarios. Also, the detachment rules are leathal hits when stationary, which helps alot of units dealing with heavy targets. And this list isn't going to move much.

You have a good point on manticores, however, they have less shots. I've planned on targeting them at T10 or less units (mostly vehicles or monsters), and using rest of the indirect fire against single target (such as terminators, possessed, blade guard veterans).

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in ca
Tough Traitorous Guardsman






You should consider Ursula instead of one of the Platoon Command squads. Her two abilities are good, especially the second one. She can cast at no cost the expensive Field of fire stratagem. Most of the times, -1ap is the best modifier (BS4+ to BS3+ = 33% more wounds, but a 4+ save instead of 3+ save = 50% more wounds).

Scions - Is there a reason why the 2 plasma guns and the two melta guns are not respectively in the same unit?
Field ordnance bombast - the Heavy Lascannon is a much stronger option, one of the the deadly weapons we have. Otherwise, another Manticore is better.

This message was edited 3 times. Last update was at 2023/06/22 11:53:00


 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hey, thanks for the reply. I don't yet have a proper model to represent Ursula (I'm 3d printing krieg models), but I'll have to try it out sometime. The scions have a rule which means no double of same weapons in 5-man unit. The direct fire of field ordnance have same issue as the heavy weapons squad, they die as soon as the opponent targets them, and regular lascannon has S12, which is capable of wounding up to T12 at 4+. Not many target have a T13 or higher.

I've also updated the list, as the IA compendium arrived.

Astra militarum Combined Regiment
- Lord solar leontus 125 (warlord)
- Platoon command (banner, medic, missile launcher) 60
- Platoon command (banner, medic, missile launcher) 60
- Platoon command (banner, medic, missile launcher) 60
- Primaris psyker 60
- Primaris psyker 60
- Primaris psyker 60
- Infantry squad (20, 2x lascannon, 2x plasmagun, vox caster) 130
- Infantry squad (20, 2x lascannon, 2x plasmagun, vox caster) 130
- Infantry squad (20, 2x lascannon, 2x plasmagun, vox caster) 130
- Rough riders (5) 80
- Scout sentinel (lascannon) 50
- Scout sentinel (lascannon) 50
- Heavy weapons squad (3x mortar) 60
- Heavy weapons squad (3x mortar) 60
- Manticore (heavy bolter) 105
- Manticore (heavy bolter) 105
- Manticore (heavy bolter) 105
- Field ordnance (2x bombast) 100
- Field ordnance (2x bombast) 100
- Field ordnance (2x bombast) 100
- Earthshaker carrier 70
- Earthshaker carrier 70
- Earthshaker carrier 70

Total 2000 pts / 0 enchancements

Tactics are basically same, added some artillery and dropped the scions.

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hey, just a quick update after gw nerfed indirect fire units, my battle plan is mostly the same, I added scions back to the list to play objectives and toned down some artillery. I'll probably add some pictures of finished army in the gallery section for anyone who are intrested in 3d printing.

Astra militarum combined regiment
- Lord solar leontus 125 (warlord)
- Platoon command (banner, medic, missile launcher) 60
- Platoon command (banner, medic, missile launcher) 60
- Platoon command (banner, medic, missile launcher) 60
- Primaris psyker 60
- Primaris psyker 60
- Primaris psyker 60
- Infantry squad (20, 2x plasmagun, 2x lascannon, vox caster) 130
- Infantry squad (20, 2x plasmagun, 2x lascannon, vox caster) 130
- Infantry squad (20, 2x plasmagun, 2x lascannon, vox caster) 130
- Tempestus scions (10, plasmagun, meltagun, grenade launcher, flamer, vox caster) 120
- Tempestus scions (10, plasmagun, meltagun, grenade launcher, flamer, vox caster) 120
- Scout sentinel (lascannon) 50
- Scout sentinel (lascannon) 50
- Scout sentinel (lascannon) 50
- Rough riders (5) 80
- Heavy weapons squad (3x mortar) 60
- Heavy weapons squad (3x mortar) 60
- Earthshaker carrier 80
- Earthshaker carrier 80
- Manticore (heavy bolter) 125
- Manticore (heavy bolter) 125
- Manticore (heavy bolter) 125

Total 2000pts / 0 enchancements







https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Is there a reason you are not using dkok squads and marshals? They are a really durable choice, and fit your dkok theme better. That 5+ fnp is very valuable. You would probably need a to add a 4th infantry squad with a pcs though, or you are giving up a master vox for leontus.

Maybe trade the 3 pcs for marshals, and the infantry for dkok. You then need to trim 190 for the infantry. Maybe rough riders and the 2x mortars?

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Bounding Assault Marine



Providence, RI

I have some thoughts about Imperial Guard vulnerability this edition, and playing the meta.

The meta is going to be full of blast weapons to deal with those 20-man genestealer cult blobs. Speaking as someone who knows the marine codex best, I've got my eye on aggressors, plasma cannon devastator squads, and even scout biker squads as well as desolation marines. Some of these squads will gain bullets faster than you gain bodies.

So the command squad? "It's a trap!"
Getting a command squad means getting a 20 man blob to protect the command squad. So much for cheap orders, and now you're locked in to a squad (and playstyle) that will run right into a brick wall in blast weapons.

I think I disagree with the choice of primaris psykers, too. If you think of most of the chaff clearing stuff in the game, it's AP0, so you're getting minimal extra defense and offense here. You're wasting resources trying to make your chaff less chaffy. What'd give them more of a survivability and firepower boost than a primaris psyker in each squad? Another whole 20-man infantry squad.

I loved primaris psykers a couple of editions ago, but I don't think their benefit is worth the cost here. It's the oldest mistake in military procurement strategy: "what if my unit could also do this?" Results in overly expensive units.

So what's my advice? Play into the comparative advantage that guard have relative to genestealer cult: Break up your big squads (at least most of them) into small ones. Keep only the lone operative order providers... oh right there aren't any, so maybe have 1 big squad but keep most of them small. (I think orders might be a trap, too.) Keep that artillery and those mortar teams pounding away.

I also agree with the person above that said that the loadout for the scions is all wrong. By mixing the weapons up, you've ensured that the squad will be able to perform any mission you set it not nearly well enough. No squad can effectively overwatch (flamers), no squad can effectively damage a tank (melta), no squad will be able to take out a whole heavy infantry squad (plasma), and no matter where you place it, half its firepower will be wasted with the wrong weapons. If you specialized your squads and the enemy brings hordes, you could always send the melta squad out to perform an action without losing much firepower.

Also, not a fan of individual blast weapons in several units. If firing at a 20-man blob, once it takes casualties from the first unit, your subsequent units are less effective. If all the blasts fire at once from the same squad, you get more oomph. Therefore I don't think the single missile launchers in each squad are a good idea. If you choose to ignore my small squad advice, at least either go for more lascannons or take all the missile launchers and put them in a single infantry-squad-with-command-squad unit like this:

platoon command squad, missile launcher, medic, banner
Infantry squad, 2 missile launchers, 2 grenade launchers/plasma guns

I have no advice for you about your artillery. Seems good, but I'm not an artillery expert.

I'm not 100% sure all my advice is right, but I hope some of this sounded sound and is of use to you.

This message was edited 2 times. Last update was at 2023/07/23 08:05:46


10,000+ points
3000+ points 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hey guys, sorry for delay with replies, I was trying to get my army painted and ready for the tournament, which is tomorrow. I think the list is solid in it's current form, I didnt get a chance to test it out, so im little nervous about tomorrow.

I definately wanted to keep heavy weapons with infantry squads, giving them a fighting chance, but im intrested trying out Dkok squads in future.

I think Astra militarum plays alot different than gsc, the reinforcements stratagem is 2cp, which is very pricy, if thats what you meant. This list is mostly going to sit tight and shoot hard, with minor assets doing objectives. The infantry blobs are providing screen for artillery.

Anyway, I might report back after the tournament, I also created a new thread in showcase section for anyone intrested in 3d printing, here's a link to the thread;
https://www.dakkadakka.com/dakkaforum/posts/list/810998.page

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hey guys, I just wanted to report my games from the tournament, and thank you all for the feedback, there's alot of helpful tips that I might test out in the future.

Round 1 against thousand sons, loss 20-0. I played against old friend of mine, he brought magnus, a big block of terminators, 20 rubrics, mutalith and lots of sorcerers. I managed to kill mutalith turn one, but everything else was very hard to deal with. The mission was supply drop, with hammer and anvil deployment.

Round 2 against custodes, loss 20-0. My opponent brought two big blocks of custodes guard, terminators, wardens, couple of units of arbites and assassins. I really lost the game for couple of gotcha-moments, the terminators wiped my rough riders with fight first stratagem, and my artillery just was not efficient enough to deal damage. The mission was purge the foe with hidden supplies and sweeping engagement deployment.

Round 3 against tau, draw 10-10.
My opponent had longstrike, shadowsun, two hammerheads, two blocks of crisis suits with commander, couple of pathfinder units and some breachers in devilfish. During the game I managed to destroy all vehicles, pathfinders, one unit of breachers and one unit of crisis suits. Scions played well with objectives and my artillery remained mostly intact behind cover. The mission was the ritual with crucible of battle deployment.

Round 4 against Imperial knights, loss 17-3. My opponent brought knight crusader, knight warden, one helverin, 4x warglaive, callidus, vindicare and couple of units arbites. In this game I chose fixed objectives (bring it down and engage on all fronts), which was great. I cycled infantry with reinforcements stratagem to push for table quarters and focused fire on armigers. I could not get a clear shot against big knights with lascannons though. The mission was vital ground with crucible of battle deployment.

Round 5 against custodes, loss 14-6. My opponent had one big unit of custodes guard, one unit of terminators, one unit of wardens, caladius tank, vindicare and two units of arbites. In this game my artillery did alot of damage, however it was not enough and wardens eventually got in melee with my indirect fire units and wiped them out. Scions played well with objectives again, and I cycled them back to cause distraction. In the last turn my infantry captured objective from wardens, thanks to the massive oc-value with banner. The mission was take and hold with search and destroy deployment.

Overall, it was a decent tornament, my first games of 10th edition and I had alot of fun. My mvp goes to primaris psykers, their ability to buff infantry with 4++ invulnerable save was very effective.

This message was edited 1 time. Last update was at 2023/07/31 08:13:11


https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in au
Imperial Recruit in Training




Melbourne

Unlucky on those losses bud. But I'm glad you enjoyed yourself.

I'm have some suggestions

I would highly suggest putting dkok squads in for your core infantry (Im not sure what your tournament scene rules are but im pretty sure most will let you run Cadian or other Guard looking infrantry as Dkok, no biggie). 2-4 20 blobs with krieg Marshals, the 5+ fnp from the marshals and dkok medipacks make these guys pretty sticky & great at objective holding and their general survivability during the game amazing. I've read BRs where absolute hammer units/characters just bounce off these guys

Scout Sentials are also a great addition as they are cheap anti tank and help negate
Indirect fire for your artillery and they're pretty tanky for their price point. And the reinforcements stratagem can help these guys out in a big way as well if lost early, and have spare CP (same with your dkok squads )

I understand that we can't just go out and buy a bunch of new stuff and build/paint them up ready to go asap or even down the road but these are just some ideas. All the best Spreelock

This message was edited 1 time. Last update was at 2023/07/31 09:00:46


 
   
 
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